Knight Title: Spasskaya, Page of Pluto ; a Knight Wonder is the source of their power. This can be named after a natural landmark on Earth (such as a mountain, river, hill, forest), a manmade location (such as a city that is at least five hundred years old), or a landmark on the planet being quested (such as a crater on Mars for a Mars Knight). Make sure to include a link to your Wonder! More information on choosing a Wonder can be found in the ‘Tips’ below the form!
Wonder Description: N/A
Uniform: Knights all have a different theme depending on what Planet/Celestial Body they represent. Check the Knight Information Thread to get an idea of what designs would be appropriate to best represent your Knight's planet! Each Planet has a specific color palette so make sure you are drawing from that when designing your Knight! The outfit might have a few accent colors that stray from the palette, but the majority of the colors should match it. Metallic colors are allowed for all Knights regardless of color scheme, but the uniform must feature predominantly palette colors! Dark colors should not dominate the uniform so even if the color palette is naturally dark, please keep this in mind! You can incorporate white or gray into your design in moderation, Your Knight should have their planetary symbol presented as a major motif in their outfit, so please consider where these symbols might best appear on their uniform! These things, and more information about uniform guidelines, can be found in the Knight Information Thread and the Custom Procedures Thread! Links to these threads can be found below in the ‘Tips’ below the form!
Reference pictures may be used in place of descriptions, but please be prepared to give extra detail if your artist requires it!
Top -- Thigh-length traditional side-fastened coat? Shorter? Longer? Exposed undershirt? Cropped? Buttons? Toggles? Long sleeves, or short sleeves? Sleeves at all? What's the collar like? Is it a dress? You are generally as basic as it gets here and should be something you can be very active in.
Bottoms -- Skirt? Pants? Shorts? Culottes?
Gloves -- Got any?
Belt -- Belt? No belt?
Shoes -- What kind?
Shoulders -- Epaulettes? Shoulderpads?
Accessories -- What kind? Pages and Squires cannot have capes, so please keep this in mind!
Weapon & Magic
Knights fight with a magical artifact that they can channel magic through once they reach their second stage. This artifact is called a ‘weapon’, though it cannot be bladed or lethal, cannot be anything that could not be reasonably held, and must be a single item. They cannot be a pair of items (such as a pair of gloves) ; magic can only be channeled through one item. As they grow in power, their weapon will grow, and their magic will as well. Knight weapons will have three forms and should always be timeless. These are ancient antiques that have been passed down through each incarnation. At second stage, a weapon can have magic themed on the planetary powers of the world their Wonder is located on. Tips about writing magic can be found below the form!
Page Weapon: An old and dulled clock pendulum.
Squire: The pendulum's handle extends turning it into staff with more gears and clock-like parts.
Channeling her staff, a glowing clockface surrounds her and enemies in the area feel as if their view of time has been slowed and that actions they want to do take a lot more time. Time itself is moving normally for everyone around them it is just their viewpoint of things. When the magic pool runs out, or an enemy makes it outside of the area of effect, they may feel a bit disjointed as things are back to normal but no harm comes to them.
Range: 10 Feet
Time: 40 Seconds
Knight Weapon: A staff with a clockwork top, detailed and intricate but with no sharp parts and not really for hitting. It's stuck at a specific time and doesn't have moving parts outside of channeling.
Channeling her staff, the hands on the clocks on it begin to move in opposite directions, a glowing clock face surrounds her and enemies in the area feel as if their view of time has been slowed and that actions they want to do take a lot more time, almost an eternity. Time itself is moving normally for everyone around them it is just their viewpoint of things. When the magic pool runs out, or an enemy makes it outside of the area of effect, they may feel a bit disjointed as things are back to normal but no harm comes to them unless they were doing something that may be effected by the change in perception of time. IE: Tripping over their own feet as things return to normal.
Range: 15 Feet
Time: 55 Seconds
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